There are a number of good tutorials on the Internet explaining the basic
workings of the isometric projection related to game development in terms of
tiles and offsets, while other tutorials give directly the coordinate
transform formula without giving any explaination on how / why that formula
works.

In this blog post I will try to explain how the isometric coordinate transform
formula is obtained.

In the previous installment of the prototypal inheritance series we have seen how to derive an
object to extend the functionality of the prorotype object.
Today we will explore some implications of wat we saw in the previous posts.

In the previous installment of the prototypal inheritance series we have seen how to instantiate
new objects based on a prototype object, now let's see how to make a derived object to extend the
functionality of the prorotype object.

In the previous installment of the prototypal inheritance series we have seen how a class-based
object system works, now let's take a look at how to instantiate and initialize objects on
a prototypal object system.